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- The installation procedure is described in the file "release_notes.txt" which is contained in the ZIP file for the 1.19 patch.
- In summary, you need to start with a working version of Thief 2 patched to 1.18. A fresh install of 1.18, one not containing any of the recent fixes, is preferred.
- You do not need fixed exes, setting affinity to one core, DDFIX, or a widescreen patch. The 1.19 patch takes care of all of this.
- You may need to install Visual Studio 2008 runtime libraries or DirectX runtime libraries, depending on what you have already installed on your computer.

_______________________________

I'm clueless on this one, I have no idea where it comes from. Yesterday on the french forum Ariane4ever, "Le Corbeau" posted these patches out of nowhere (see above).

Thing is I don't know who did it, if it comes from tafferpatcher or any similar unofficial patch. I searched quickly on TTLG and I can't find any info on it. Either I'm blind, either it's an existing patch with a different name, either it's brand new.

This is what you can find in the readme file :

This is an unofficial patch for Thief II: The Metal Age (T2) which updates the game from v1.18 to
v1.19, providing improved support for modern hardware and correcting many known bugs. T2 can be
purchased digitally from GOG (www.gog.com) and Steam (store.steampowered.com). If you prefer a
boxed copy, it can usually be found on Mastertronic and Amazon (or similar).

...

A small sample of changes and fixes
-----------------------------------

Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Health bar drawing adjusted in widescreen
- Added option to fix arm rendering
- Added AA to rendering of loadout screen items
- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

DromEd:
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Added ability to enable/disable eye zoom in Thief 2
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object

- See the included modders_notes.txt for more details on editor changes

So, any idea about its source ? I didn't test it btw.

_______________________________

Le Corbeau connected back on Ariane4ever !

He posted this (roughly translated) :

The Raven is the messenger. From his perch, he watches the regained shadows.

Oh DrK you're over at the Ariane4ever forums too? I didn't realize until now
I just made some mirrors of the files posted there. They need a lot of testing but it all seems absolutely legit... At least, the Thief demo works wonderfully on my system.

Well, this is worth de-lurking for. Just gave the SS2 patch a try and it seems to work fine. Check out the crop_movies option in cam_ext.cfg for proper movie display on widescreen monitors in SS2 - pretty nice.

Looks like the new options aren't exposed in-game (yet?), so it's all config file editing for now. There's a lot of cool stuff mentioned in cam_ext.cfg that isn't in the posted changelog, so give that a look-through and play around with it.

Originally Posted by Nightshifter

did anybody test this?? seems too good to be true...

I'm a terrible failure at ShockEd, sadly. Seems like this could open a lot of doors for FM designers (along with the other DromEd/ShockEd upgrades), though.

It passes both MSE and ClamAV for me, for what that's worth. And the listed changes - at least, the ones I've tried so far - do actually work, which strikes me as more effort that a virus writer would be interested in.

looking at the files right now, I would place it somewhere between beyond amazing and pure insanity.

gotta find a way how to merge this with TFix (shouldn't be that hard, I think I'll be able to copy paste the essential files from the linked Thief demo. good thing that TFix is so simple. no sleep for me tonight, I guess).

Oh man, this sounds too good to be true, especially the max polygon per view limit being just murdered.
I'm gonna try this when I get home, I have a regular thief 2 install on this (crappy) computer with nothing else.

I've been reading the modders_notes files and holy hell, this sounds incredibly promising if it is indeed true. Like, you would be able to create a huge city without even having to really bother about limitations. This is incredible. And this even supports cubemaps and dds files.

What the hell?! The file name is "null". Is it normal?
Update: perhaps it was some kind of a misunderstanding between my Download Master and that file hosting service. I've just downloaded the "null" file and renamed it. And it does seem a regular ZIP archive.
Update 2: Ahem. I have a work to do. Bye .

What the hell?! The file name is "null". Is it normal?
Update: perhaps it was some kind of a misunderstanding between my Download Master and that file hosting service. I've just downloaded the "null" file and renamed it. And it does seem a regular ZIP archive.

Yeah, that's not normal - they download as "ss2_v24.zip" and "t2_v119.zip" for me. Maybe Download Master doesn't respect the content-disposition header or something.

Ambient light zone : it's possible to add 9 different ambient lights to bluerooms. Basically we can have 9 different kind of fog and ambient colors in the mission.
It's hard to see on this picture. Left blueroom has a dark red ambient light. Right blueroom is dark blue.

I'm not sure these are totally new, as I never tried these things before. Looks promising I guess.

It seems a little unstable though, might need a little more work.

A solid brush, its middle part went transparent for no reason apparently...